Video Game Addiction Lawsuit

Video game addiction lawsuits have alleged that game companies designed and sold products with features intended to encourage compulsive play and spending among minors.

Jessica Miller is the Content Manager of Addiction HelpWritten by
Last updated October 7, 2026

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When Gaming Harm Becomes a Legal Question

Video game addiction lawsuits have alleged that game companies designed and sold products with features intended to encourage compulsive play and spending among minors. Two federal orders, issued in June 2024 and December 2025, considered whether groups of these cases should be brought together for coordinated proceedings. Both requests were denied.[1][2]

Those orders did not decide that gaming disorder is unreal or that a particular company caused a particular person’s injury. They addressed how the cases should be managed. A clinical diagnosis, a claim about product design, and a decision about court procedure answer different questions.[3][1][2]

For a family worried about gaming, start with the harm you are seeing and the help needed now. The court orders do not determine whether an individual family has a claim.

Fast Facts About Video Game Lawsuits
  • Heavy play alone does not meet the World Health Organization (WHO)’s definition of gaming disorder, which requires impaired control and significant disruption to daily life.[3]
  • Federal panels declined two requests to centralize groups of gaming-addiction cases, citing differences among games, companies, and individual circumstances.[1][2]
  • Research links loot-box involvement with gaming and gambling problems, but the evidence reviewed does not establish that a purchase caused an individual’s disorder.[4]

What Do Video Game Addiction Lawsuits Allege?

The June 5, 2024 order described individual personal-injury actions—lawsuits in which people claim they were injured by another party’s conduct—against game developers, app stores, and other technology companies. Plaintiffs, meaning the people bringing the lawsuits, alleged that the companies created psychologically addictive features intended to produce prolonged, compulsive play among minors and young adults.[1]

The panel’s summary described plaintiffs’ concerns about reward systems and other features alleged to encourage prolonged play. It presented those as allegations supporting the request for centralization, not as a finding that a particular feature caused addiction.[1]

The December 10, 2025 request focused more narrowly on Roblox, Fortnite, and Minecraft, which the plaintiffs called gateway games. The panel described allegations about excessive-use warnings, safeguards, marketing to minors, parental controls, and age verification. It did not adopt the gateway label as a clinical finding.[2]

The distinction matters when evaluating video game addiction. A lawsuit alleges a connection between conduct and harm. A clinical framework describes a disorder. Neither the name of a game nor the existence of a lawsuit establishes both for an individual person.[2][3]

How Is Gaming Disorder Different From Enthusiastic Play?

The World Health Organization includes gaming disorder in the International Classification of Diseases, 11th Revision, or ICD-11. It describes impaired control over gaming, increasing priority given to gaming over other interests and activities, and continuation or escalation despite negative consequences.[3]

The pattern must be severe enough to cause significant impairment in personal, family, social, educational, occupational, or another important area of functioning. It would normally have been evident for at least 12 months.[3]

WHO says gaming disorder affects only a small proportion of people who play digital or video games. It advises paying attention to whether gaming excludes other activities or is associated with changes in physical health, psychological well-being, or social functioning.[3]

What Should a Parent Notice?

Look beyond a single time total. Relevant questions include whether the child retains control over play, whether gaming repeatedly takes priority over important activities, and whether the pattern continues despite substantial consequences. Those questions follow the areas identified by WHO, but they do not replace an assessment.[3]

For children whose gaming is causing problems, describe the actual changes: What has happened to school participation, relationships, sleep, or other responsibilities? What limits have been tried? What has the child said about the difficulty? Treat these as observations to discuss, not a score that proves a diagnosis.

National Institute of Mental Health (NIMH) recommends considering help when a child’s behavior or emotions persist for weeks or longer, cause distress, or interfere with functioning. Its guidance also calls for immediate help when behavior is unsafe or a child talks about hurting themselves or someone else. That care guidance should not be confused with a diagnostic duration requirement.[5]

What Does Research Say About In-Game Purchases?

Microtransactions are purchases within a game. Some let a player choose a particular item. Others provide a randomized reward, commonly called a loot box. The review distinguishes these forms rather than treating all purchases as the same activity.[4]

A systematic review—a structured study that gathers and assesses evidence from multiple studies—examined 14 studies published between 2013 and 2021. It found positive relationships between microtransaction involvement and measures of Internet Gaming Disorder and gambling disorder, a pattern of excessive gambling that causes problems in personal, work, or family life. Those relationships were stronger for loot boxes than for other microtransactions.[4]

Why Does a Random Reward Matter?

With a loot box, the player does not select the exact reward received. The reviewed literature describes chance-based rewards and the hope of obtaining something rare or valuable. Some games also allow players to earn loot boxes or keys without paying real money, so the details of the game and transaction matter.[4]

The review found that greater spending was associated with greater gambling-disorder risk. This does not mean a particular purchase created a disorder, or that every player who buys a randomized item has a gambling problem. The underlying evidence was largely cross-sectional and could not establish the direction of the relationship.[4]

Cross-sectional research looks at variables at one point rather than establishing how they develop over time. The review also noted convenience sampling, which recruits readily available or self-selected participants, and predominantly Western, nonrepresentative samples. Those limitations matter when applying the findings to all children, all games, or one family’s experience.[4]

What Can a Family Ask About Spending?

When discussing in-game spending, distinguish a known purchase from a chance-based reward. The research review explains why those categories should not be treated as interchangeable.[4]

Possible questions include: What was bought? Was the outcome known in advance? How often did the purchase repeat? Was real money involved? Did the spending continue after the child wanted to stop? What limits or payment access were in place? These questions describe the situation without assigning a diagnosis or legal result.

Why Was the Gaming MDL Request Denied in June 2024?

On June 5, 2024, the U.S. Judicial Panel on Multidistrict Litigation denied a request to centralize cases under multidistrict litigation (MDL) No. 3109. The request involved five named actions and ten related actions, for 15 cases pending across ten federal districts at that time.[1]

The request sought to bring cases together for coordinated pretrial proceedings. That is what centralization means in this context.[1]

The panel found that differences among the cases outweighed the proposed benefits of centralization. The cases involved different combinations of games and more than 30 defendants, meaning the companies or other parties being sued. Some appeared in only one or two actions.[1]

The plaintiffs argued that an industry-wide conspiracy created common questions. The panel explained that the alleged conspiracy in each case involved different companies and products. It also said predictions of many future cases did not overcome the lack of sufficient common factual questions.[1]

The order identified informal coordination as an alternative. It noted overlap among plaintiffs’ lawyers and representations that defendants’ lawyers would coordinate overlapping discovery. Discovery is the process of obtaining information relevant to a case.[1]

What Happened to the Gateway Gaming MDL in December 2025?

On December 10, 2025, the panel denied another request, this time under MDL No. 3168, titled Gateway Video Game Addiction Products Liability Litigation. The request centered on Roblox, Fortnite, and Minecraft, with some complaints also addressing Xbox.[2]

The panel described 39 cases across 11 districts at the time of the order. That is a December 2025 count, not a claim about the number of cases pending in September 2026.[2]

The narrower focus did not persuade the panel. It remained concerned that additional games, platforms, and defendants would become relevant, including to questions about causation. It also found that the plaintiffs had not established enough commonality to outweigh the management problems of a proceeding involving competing companies and multiple products.[2]

The panel again identified informal coordination as a practical alternative. It noted that 29 of the 39 cases were already pending in two courts and that some plaintiffs shared lawyers.[2]

What Happened to the Earlier Cases?

On September 25, 2026, a federal judge in Pennsylvania refused to send a teenager’s gaming addiction lawsuit against Roblox to arbitration. The teen had disaffirmed, or canceled, Roblox’s terms of use. The ruling decided Roblox’s motion only.[11]

The December 2025 order said the 15 actions and potentially related actions from the earlier MDL request had all been dismissed or stayed pending arbitration since the June 2024 denial. A stay pauses a proceeding. Arbitration places a dispute before an arbitrator. Dismissal and a stay pending arbitration are different outcomes.[2]

It would therefore be inaccurate to say that the 2024 centralization denial itself dismissed every case. It would also be inaccurate to use the old 15-case count as though all those cases still remained active in court. The later order provides a more specific description of their status as of December 2025.[1][2]

Does Denying a Gaming MDL Decide the Claims?

These orders address whether centralization would make the litigation more convenient and efficient. They do not decide whether a particular game caused a particular injury, whether a plaintiff can prove a claim, or what compensation might follow.[1][2]

For an individual case, ask about its actual status and any separate orders affecting it. The December 2025 reference to earlier cases being dismissed or stayed pending arbitration shows why the centralization decision is only one part of the procedural history.[2]

Is This the Same as the Roblox Exploitation Litigation?

No. The Roblox sexual-exploitation litigation was addressed in a different transfer order, under MDL No. 3166, in December 2025. The gaming-addiction request was MDL No. 3168. Their similar numbers should not obscure their different subjects.[6][2]

What Support Is Available for Problematic Gaming?

A child’s care should address their needs rather than wait for an outcome in a product-liability case, which alleges that a product or its design caused injury. NIMH describes child mental-health evaluation as a process that can include a parent interview, school information, and assessment of the child. That provides a broader picture than the game name or hours played alone.[5][1][2]

Family-based treatment has been studied for adolescent Internet Gaming Disorder. A small randomized trial in Geneva, Switzerland, recruited participants from December 2016 through December 2018. Of 71 adolescents assessed, 42 were included. They were ages 12 to 19 and met at least five Internet Gaming Disorder criteria from the Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition, with a parent willing to participate.[7]

The study compared multidimensional family therapy with family therapy as usual. Multidimensional family therapy addressed the adolescent’s personal life, parents, family, peers, school or work, and leisure. The comparison treatment was the family therapy ordinarily offered at the Geneva center, which focused on family relationships and communication.[7]

Both groups improved on the prevalence and number of gaming-disorder criteria over a year. Multidimensional family therapy produced a larger reduction in the number of criteria and retained families better.[7]

The study did not find an effect on time spent gaming. The authors discussed possible problems with measuring gaming time and said the findings needed replication in a larger study. This is useful treatment evidence with clear limits, not proof that one approach fits every child.[7]

Ask a prospective clinician what they assess, how they involve the family, which outcomes they track, and how they respond if the initial plan is not helping. Also describe any concerns about mood, school, relationships, or safety.

If a child is struggling or thinking about suicide, call or text 988 in the United States. Call 911 for immediate life-threatening danger.[8]

What If Gaming Harm Involved an Online Contact?

Sexual threats or blackmail call for a response to exploitation, not only a discussion about play time. National Center for Missing & Exploited Children (NCMEC) advises getting help before paying or complying, blocking the suspect, and keeping the existing profile and messages. Suspected child sexual exploitation can be reported to its CyberTipline⁠.[9]

If explicit images taken before age 18 are involved, NCMEC’s Take It Down service can help participating platforms detect matching material using a digital fingerprint. The image stays on the device. Do not send, share, or download an image to submit it to the service. Its reach is limited to participating public or unencrypted platforms.[10]

Questions to Ask Before Pursuing a Gaming Addiction Claim

Begin with the specific situation rather than assuming that every gaming problem belongs in the same lawsuit. The two centralization orders emphasize differences among games, companies, use histories, and potential causation questions.[1][2]

Consider asking a lawyer:

  • Which company, game, feature, and alleged injury would the claim concern?
  • What would need to be shown about the connection between the product and the harm?
  • Which records should be kept, and how should sensitive material be handled?
  • Do any deadlines or arbitration agreements affect the options?
  • What is the current status of the specific proceeding?
  • What fees or other costs could representation involve?

These are prompts for obtaining advice, not an eligibility test. The centralization orders denied transfer and do not provide a payment estimate or predict the legal outcome of an unidentified case.[1][2]

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11 Sources
  1. U.S. Judicial Panel on Multidistrict Litigation. (2024, June 5). In re: Video Game Addiction Products Liability Litigation — Order Denying Transfer, MDL No. 3109.
  2. U.S. Judicial Panel on Multidistrict Litigation. (2025, December 10). In re: Gateway Video Game Addiction Products Liability Litigation — Order Denying Transfer, MDL No. 3168.
  3. World Health Organization. (n.d.). Gaming Disorder in ICD-11.
  4. Raneri, P. C., Montag, C., Rozgonjuk, D., Satel, J., & Pontes, H. M. (2022). The role of microtransactions in Internet Gaming Disorder and Gambling Disorder: A preregistered systematic review. Addictive behaviors reports.
  5. National Institute of Mental Health. (n.d.). Children and Mental Health: Is This Just a Stage?
  6. U.S. Judicial Panel on Multidistrict Litigation. (2025, December 12). In re: Roblox Corporation Child Sexual Exploitation and Assault Litigation — Transfer Order, MDL No. 3166.
  7. Nielsen, P., Christensen, M., Henderson, C., Liddle, H. A., Croquette-Krokar, M., Favez, N., & Rigter, H. (2021). Multidimensional family therapy reduces problematic gaming in adolescents: A randomised controlled trial. Journal of behavioral addictions.
  8. National Institute of Mental Health. (n.d.). Post-Traumatic Stress Disorder.
  9. National Center for Missing & Exploited Children. (n.d.). Sextortion.
  10. National Center for Missing & Exploited Children. (n.d.). Take It Down.
  11. U.S. District Court, Eastern District of Pennsylvania. (2026, September 25). Mercado v. Roblox, No. 25-5925, Document 92, Memorandum.
Written by
Jessica Miller is the Content Manager of Addiction Help

Editorial Director

Jessica Miller is the Editorial Director of Addiction Help. Jessica graduated from the University of South Florida (USF) with an English degree and combines her writing expertise and passion for helping others to deliver reliable information to those impacted by addiction. Informed by her personal journey to recovery and support of loved ones in sobriety, Jessica's empathetic and authentic approach resonates deeply with the Addiction Help community.

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